#pragma once
// ##########################################################################
// #                                                                        #
// #                               CCFBO                                    #
// #                                                                        #
// #  This program is free software; you can redistribute it and/or modify  #
// #  it under the terms of the GNU Library General Public License as       #
// #  published by the Free Software Foundation; version 2 or later of the License.  #
// #                                                                        #
// #  This program is distributed in the hope that it will be useful,       #
// #  but WITHOUT ANY WARRANTY; without even the implied warranty of        #
// #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the          #
// #  GNU General Public License for more details.                          #
// #                                                                        #
// #          COPYRIGHT: EDF R&D / TELECOM ParisTech (ENST-TSI)             #
// #                                                                        #
// ##########################################################################

#include "CCFbo.h"

// Qt
#include <QOpenGLExtensions>
#include <QOpenGLFunctions_2_1>

//! F.B.O. encapsulation
/** Compared to the QOpenGLFramebufferObject class, this one offers the possibility to:
    - get the attached depth texture ID
    - attach a custom COLOR texture
**/
class CCFBO_LIB_API ccFrameBufferObject
{
  public:
	ccFrameBufferObject();
	~ccFrameBufferObject();

	bool init(unsigned w, unsigned h);
	void reset();
	bool start();
	void stop();

	inline bool isValid() const
	{
		return m_fboId;
	}

	bool initColor(GLint  internalformat = GL_RGBA,
	               GLenum format         = GL_RGBA,
	               GLenum type           = GL_UNSIGNED_BYTE,
	               GLint  minMagFilter   = GL_NEAREST,
	               GLenum target         = GL_TEXTURE_2D);

	bool attachColor(GLuint texID,
	                 bool   ownTexture = false,
	                 GLenum target     = GL_TEXTURE_2D);

	bool initDepth(GLint  wrapParam      = GL_CLAMP_TO_BORDER,
	               GLenum internalFormat = GL_DEPTH_COMPONENT32F,
	               GLint  minMagFilter   = GL_NEAREST,
	               GLenum textureTarget  = GL_TEXTURE_2D);

	bool attachDepth(GLuint texID,
	                 bool   ownTexture = false,
	                 GLenum target     = GL_TEXTURE_2D);

	inline GLuint getID() const
	{
		return m_fboId;
	}
	inline GLuint getColorTexture() const
	{
		return m_colorTexture;
	}
	inline GLuint getDepthTexture() const
	{
		return m_depthTexture;
	}

	//! Returns width
	inline unsigned width() const
	{
		return m_width;
	}
	//! Returns height
	inline unsigned height() const
	{
		return m_height;
	}

  protected: // methods
	//! Deletes/releases the color texture
	void deleteColorTexture();

	//! Deletes/releases the depth texture
	void deleteDepthTexture();

  protected: // members
	//! FBO validity
	bool m_isValid;

	//! Width
	unsigned m_width;
	//! Height
	unsigned m_height;

	//! Depth texture GL ID
	GLuint m_depthTexture;

	//! Whether the depth texture is owned by this FBO or not
	bool m_ownDepthTexture;

	//! Color texture GL ID
	GLuint m_colorTexture;

	//! Whether the color texture is owned by this FBO or not
	bool m_ownColorTexture;

	//! ID
	GLuint m_fboId;

	// For portability, we need to use 2.1 + extensions to get FBOs
	QOpenGLFunctions_2_1                    m_glFunc;
	QOpenGLExtension_ARB_framebuffer_object m_glExtFunc;
};
